M
Mikeymike
Guest
Full Spoiler C.O. Salvation
(*Sidenote* I hate trying to say Ravnica. Why must WotC insist on supplying difficult to pronounce set names?)
I always loved creatures like this. Undercosted due to a hefty penalty - a penalty begging to be turned into a reward. The Hunted creature cycle takes it to a whole new level.
Hunted Lammasu - 2WW
Creature - Lammasu, Rare
Flying
When Hunted Lammasu comes into play, put a 4/4 black Horror creature token into play under target opponent's control.
5/5
A 5/5 flyer for 4, not to shabby. But a 4/4 horror can be tough to deal with. One specific positive is that your 5/5 can survive blocking their 4/4, and if you start swinging first you'll can kill in 5 turns vs. their 4. Still, you really want to try to neutralize a 4/4 without wasting a spot removal spell. Ideas:
- Pro-Black creatures to block
- Whipcorder
- Shining Shoal Backup
- Arena
- Maze of Ith
- Cheap bounce
- Creature Theivery
Hunted Phantasm - 1UU
Creature - Spirit, Rare
Hunted Phantasm is unblockable.
When Hunted Phantasm comes into play, put five 1/1 red Goblin creature tokens into play under target opponent's control.
4/6
Hard to kill, impossible to block. But this time your opponent gets more collective power than you do. But they are 1/1's, they should be easy to handle.
- Black sweep damage, a la Plague Spitter and Pestilii
- Red sweep damage, a la Fire Ants and Goblin Sharpshooter. AEther Flash works pretty well too.
- Wash Out
- Attack neutralization. Silent Arbiter/Dueling Grounds, Propaganda, etc.
* If anyone can think of a 2CC answer to 5 1/1's I'm all ears. Ideally I'm looking to have the answer in play before I play the Phantasm.
Hunted Horror - BB
Creature - Horror, Rare
Trample
When Hunted Horror comes into play, put two 3/3 green Centaur creature tokens with protection from black into play under target opponent's control.
7/7
OK, this thing is downright scary. It is completely unbalanced...until you look at the "Pro-Black" tokens. Pro-black tokens are a bit more of a pain, since they can gang-block your Horror until the cows come home. How to deal?
- Edicts. Preferably Chainer's so you get the 2nd one when 7 mana opens up.
- Mutilate. Yes, sweet Mutilate.
- Cheap bounce
- No Mercy
Hunted Dragon - 3RR
Creature - Dragon, Rare
Flying, haste
When Hunted Dragon comes into play, put three 2/2 white Knight creature tokens with first strike into play under target opponent's control.
6/6
Here's my favorite of the bunch. 3 2/2 First-strikers are nothing to scoff at (unless you really want to scoff), but 6 haste damage for 5 mana is tough to ignore. Like the Lammasu, this guy is very likely playable on his own, b/c by turn 5 in a red deck your opponent might be sitting at 6 life anyway. Compare the Dragon to Skizzik: 1 more point of power, 3 more points of toughness, Flying instead of Trample (each has their advantage). But this post isn't about strength on his own, its about neutralizing the disadvantage.
- AEther Flash. *Sniff* they are just beautiful together. Flash comes out on turn 4, the Dragon on 5. All you are left with is a 6/6 flyer and an opponent with 6 less life.
- Pyroclasm
- Earthquake
- Dingus Staff (Can you tell I have a deck in mind?)
Hunted Troll - 2GG
Creature - Troll Warrior, Rare
When Hunted Troll comes into play, put four 1/1 blue Faerie creature tokens with flying into play under target opponent's control.
{G}: Regenerate Hunted Troll.
8/4
So I'm trying to figure out if this guy is good or bad. Ironically he's the only 1 of the 4 without some form of evasion - even though he's green, the creature color. Probably b/c trampler would largely neutralize his draw-back. But man he is tough to kill. Anyway, this guy just doesn't do it for me, but their are ways to make him effective:
- Cheap-o Hurricane effects, or Squallmonger
- Pestilii
- Rancor, and other forms of cheap evasion
- Repurcussion (Might as well have evasion)
Anyway, go nuts.
(*Sidenote* I hate trying to say Ravnica. Why must WotC insist on supplying difficult to pronounce set names?)
I always loved creatures like this. Undercosted due to a hefty penalty - a penalty begging to be turned into a reward. The Hunted creature cycle takes it to a whole new level.
Hunted Lammasu - 2WW
Creature - Lammasu, Rare
Flying
When Hunted Lammasu comes into play, put a 4/4 black Horror creature token into play under target opponent's control.
5/5
A 5/5 flyer for 4, not to shabby. But a 4/4 horror can be tough to deal with. One specific positive is that your 5/5 can survive blocking their 4/4, and if you start swinging first you'll can kill in 5 turns vs. their 4. Still, you really want to try to neutralize a 4/4 without wasting a spot removal spell. Ideas:
- Pro-Black creatures to block
- Whipcorder
- Shining Shoal Backup
- Arena
- Maze of Ith
- Cheap bounce
- Creature Theivery
Hunted Phantasm - 1UU
Creature - Spirit, Rare
Hunted Phantasm is unblockable.
When Hunted Phantasm comes into play, put five 1/1 red Goblin creature tokens into play under target opponent's control.
4/6
Hard to kill, impossible to block. But this time your opponent gets more collective power than you do. But they are 1/1's, they should be easy to handle.
- Black sweep damage, a la Plague Spitter and Pestilii
- Red sweep damage, a la Fire Ants and Goblin Sharpshooter. AEther Flash works pretty well too.
- Wash Out
- Attack neutralization. Silent Arbiter/Dueling Grounds, Propaganda, etc.
* If anyone can think of a 2CC answer to 5 1/1's I'm all ears. Ideally I'm looking to have the answer in play before I play the Phantasm.
Hunted Horror - BB
Creature - Horror, Rare
Trample
When Hunted Horror comes into play, put two 3/3 green Centaur creature tokens with protection from black into play under target opponent's control.
7/7
OK, this thing is downright scary. It is completely unbalanced...until you look at the "Pro-Black" tokens. Pro-black tokens are a bit more of a pain, since they can gang-block your Horror until the cows come home. How to deal?
- Edicts. Preferably Chainer's so you get the 2nd one when 7 mana opens up.
- Mutilate. Yes, sweet Mutilate.
- Cheap bounce
- No Mercy
Hunted Dragon - 3RR
Creature - Dragon, Rare
Flying, haste
When Hunted Dragon comes into play, put three 2/2 white Knight creature tokens with first strike into play under target opponent's control.
6/6
Here's my favorite of the bunch. 3 2/2 First-strikers are nothing to scoff at (unless you really want to scoff), but 6 haste damage for 5 mana is tough to ignore. Like the Lammasu, this guy is very likely playable on his own, b/c by turn 5 in a red deck your opponent might be sitting at 6 life anyway. Compare the Dragon to Skizzik: 1 more point of power, 3 more points of toughness, Flying instead of Trample (each has their advantage). But this post isn't about strength on his own, its about neutralizing the disadvantage.
- AEther Flash. *Sniff* they are just beautiful together. Flash comes out on turn 4, the Dragon on 5. All you are left with is a 6/6 flyer and an opponent with 6 less life.
- Pyroclasm
- Earthquake
- Dingus Staff (Can you tell I have a deck in mind?)
Hunted Troll - 2GG
Creature - Troll Warrior, Rare
When Hunted Troll comes into play, put four 1/1 blue Faerie creature tokens with flying into play under target opponent's control.
{G}: Regenerate Hunted Troll.
8/4
So I'm trying to figure out if this guy is good or bad. Ironically he's the only 1 of the 4 without some form of evasion - even though he's green, the creature color. Probably b/c trampler would largely neutralize his draw-back. But man he is tough to kill. Anyway, this guy just doesn't do it for me, but their are ways to make him effective:
- Cheap-o Hurricane effects, or Squallmonger
- Pestilii
- Rancor, and other forms of cheap evasion
- Repurcussion (Might as well have evasion)
Anyway, go nuts.